Wednesday, August 24, 2016

First area characters and enemies

Characters for the first half of the demo: Area 1. Isolation zone - Hospital.

These 8 characters will appear in the first area of the game, some of them hostile, some with just small quests and scenes you can witness or initiate while in that area. Only a few of them will be animated for battle but everyone should have at least 1 sex scene for the first demo.

Feel free to make suggestions about their scenes or what you would like to see with them.

Special thanks to Auronaito who requested the blonde girl in the middle a long time ago. After the first demo I will open a few spots so people can add to the pool of characters and enemies in the game with their ideas.

Sunday, August 14, 2016

Scenes and mechanics in Libellia

 Rejected sprites and designs for the game.


There are no game over scenes in Libellia, I don't like locking content behind game overs, I find it stupid and a serious problem in design of hentai games. It makes the player save scum and go into battles looking for a way to lose quickly because the next scene can only be seen once you're defeated. 

Fight-lose-see scene-load-continue to next big battle-repeat.

How to deliver content in adult games is difficult. In a normal game you approach content by making upgrades to improve gameplay, then there are items and party members to help you in challenges, in adult games however the focus the player wants is less gameplay wise and more cosmetic, visual, such as new costumes for the girls in the game or your MC if it's female, and then there's the actual sex scenes, mostly a good variety art and writing content.

Rejected animation for the first part of the demo.


There are 3 aspects of Libellia that I want to develop. Exploration, battles and relationships.

Exploration 



Old art for the game.

Exploration will be mostly for finding scenes, new areas and more characters. There are no random encounters on the game so I want it to feel that when you are exploring you're focused on that, be it a town you're infiltrating, a forest where you can find monsters and other victims of monster girls and even meet or ambush some enemies.

So for now exploration will be for finding hidden scenes and characters mostly.

Battles

 Old art for the game.

Battles won't have rape mechanics, at least for now I'm not implementing that, though it might be an addiition for enemies focused on sex (Like succubus). Battles will be decided by your loss of HP or Stamina.

Losing by HP means death and game over, most enemies won't try to kill you unless enraged, this will be shown by the message "enemy X has marked you for death" or "monster X is enraged and trying to kill you" this status is temporary most of the time.

Losing by Stamina will knock you out and the monster will capture you. Once captured you'll have to escape from the monster lair, either by interacting with it or by fighting again, it will depend on the monster. A monster that has fought with you before will have a different relationship with the MC. If you're repeatedly defeated they will mock you and have a boost in power and if you've beaten them a few times they'll suffer a few negative states in battle.

Also, the same rules of battle that apply to your defeat work on the enemy, and defeating them by Stamina leaves them open to whatever you wish to do. Rape, stealing especial items from them or taking some information about enemies, the area boss or characters in the area. Obviously, defeating an enemy by stamina will be harder.

Relationships

Relationships increase by interacting with characters and monsters in the world, and battles if the character or monster is an active enemy. A meter will level up with the relationship between the monster and the MC and another meter will show their feelings, feelings being if they are dominant or submisive to the MC.

Monsters with a dominant attitude are more aggresive and assertive, outright raping you if they find you while exploring or going into battle if you resist. Their submisive counterpart are more peaceful and will tend to talk things out and charm you instead of fighting, each behavior depends on the monster, for now there's no way to change their behaviour from dominant to submisive and viceversa. 


Old relationship window.

I might add one meter for Love if there's interest in it in the future, but that will be after the full demo.

Monday, August 1, 2016

Some WIPs and stuff about aesthetics



My biggest struggle with the project so far has been what kind of atmosphere I want for the world and the story. I'm a fan of dark stories, but not on the edgy childish way, more in the subtle, quiet and atmospheric way. Dark stories have an air of mystique and mystery that really helps to trap the player/reader/viewer into the world and it's something I want to capture for this world too. Unfortunately that also touches on subjects that people are kind of sensitive about, subjects like gore.

Note that I'm using the word "gore", not "guro". While they both mean the same thing as each one is the same word in different languages I use gore for the appearance of blood and viscera in visual works and guro for the sexualization of that content.

I have no interest in gure as a fetish, my interest in gore for this particular work is to reinforce the atmosphere and the setting of the world in this game as well as giving a good layer of detail for scenes. After all when you're graphic and don't hold back there's a lot more you can do. However, it's not as simple as just taking the red color in Photoshop and splattering it all over the screen, not if you want to do it right at least, and I feel that this is the reason why most devs don't touch on the subject. Even non adult games with a focus on these settings will only go as far as imply it.

You might be playing the story of how your hero rises to save the world from a tyrannical mass murderer (human or monster), but you sure won't be seeing it on screen, the best you'll get is the classic skeleton on the cell sprite.


It is still something that I'm thinking about and testing. After all my interest is subtlety with these reinforcements, not to get a cheap shock from the player.
 
I have a lot of plans in terms of details to help the setting and the story, which is why I'm treating the demo like an experimental draft or sketch for the full game. I want to see what fits and doesn't fit in this thing, which mechanics works and which can be scrapped or replaced, but for all that I need to finish a demo and see how it plays out.